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Messages - DunnoItAll

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51
Variants and Fan Cards / Re: Equipment - Update
« on: April 07, 2021, 06:11:19 am »
I'd love to playtest these. Are there higher quality images anywhere?

Nice to hear that you like them and that you want to play test them. That would be really helpful. I've play tested most of them a bit and most of those look solid and funny to play with, though I think they are not yet ready.

I don't have higher quality images. Do you really want to print them before trying to test a few of them as replacement cards or something like that?

Just use them in tabletop simulator.

52
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 06, 2021, 10:15:19 am »
with the current wording, you cannot choose to gain a card costing up to 4$ if you have played a village before. Is that intended?

Ah, I thought of that, but then I thought, well up to $5 includes all the up to $4s so I'm good. Forgot that you'd then have to lose the action. Updated.

53
Variants and Fan Cards / Re: Equipment - Update
« on: April 06, 2021, 07:24:36 am »
I'd love to playtest these. Are there higher quality images anywhere?

54
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 05, 2021, 10:15:43 pm »
A simple Workshop variant using -1 Action to allow you bump the gain into the much more lucrative $5 range. You have to actually have the Action to spare, though.



4-6-21: 9:18AM updated wording so you don't lose an Action if you gain up to $4.

55
Contrary to popular belief, reducing randomness does not mean increasing strategy. Part of the strategy of Dominion is responding to the randomness the game gives you.

Adding randomness to a game may not "reduce strategy", but it absolutely does reduce the degree to which good strategy leads to victory, and for some people that is unacceptable.

Depends on sample size. If you are playing a single game, sure. If you are playing a series of games, much, much less so (depending of course, on how much the variance has increased). Some people prefer variance, too, so it isn't just good vs. bad.

56
My entry is the Snoop. A cross between Spy and City Gate. Better than Spy because it's permanent and better than City Gate because it has potential to stack.

Originally, it was simply look at the top card and put it back or discard it. This stacks only when you discard. As soon as you choose to put it back, your next Snoop is looking at the same card again. The idea of giving the chance to put the card on the bottom of your deck is to let you look at the next card down without discarding the looked at card. Maybe you could even go back and get it with a Pearl Diver!



updated to add "for the rest of the game"

57
Variants and Fan Cards / Re: Dominion: Weekly Design Contest Set
« on: March 31, 2021, 06:16:27 pm »
We've included some cards from this in a few of our games. Most were pretty fun, but the thing that stood out to me is that Farmer was way too strong. It was almost always at least +4 cards and usually +5, and that was without even trying to build for it.

58
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 25, 2021, 08:37:40 pm »
For my entry, I've tried to make a concept that minimizes the amount of downside accrued by a player for pursuing the Wonder objectives while still making the reward for achieving each step significant enough to justify the effort (while simultaneously not making it an auto-win). A tough balancing act, for sure.  The method was to introduce "Sacred Lands," a Treasure/Victory card that is used to build the Wonders (and also triggers their inclusion in the game in the first place). Sacred Lands is the kingdom card, and when it is selected for inclusion in the game, 1 or 2 Wonders are also randomly picked from a deck of them.

Sacred Lands cards are used in different ways to achieve each "step" of the Wonder.  Wonders are completed after 3 steps have been completed by a player, and no more steps can be completed at that point. The player that completes the third step gets the first reward, any player completing exactly 2 gets the second, and single step gets you the third reward.

Early game effort towards building the Wonder is mitigated by the Wonder's design. Each Wonder compensates you in some way for your effort (in addition to its normal advantage). For instance, for the sample Wonder, Great Pyramids, you must buy Victory cards. Great Pyramids' ability, lets you Exile or trash cards (except the first stage, which accomplished with only the default Estates you already have), somewhat compensating you for your effort. Other Wonders (I've included a second one just to show the idea) similarly compensate for the effort.

The differences between the tiers of Wonder-abillities is significant enough to warrant going after, but not game-breaking. Allowing an opponent to chase the big ability while you ignore it could prove to be debilitating, though, so you must weigh your options. An opponent could stock up on Victory cards and unload all three stages in one turn, too, though, so you have to pay attention.

The Wonder:


The Kingdom card that triggers the inclusion of the Wonder:


I chose to just put reminder text on the card and explain the concepts here due to space considerations. The Wonder is built in 3 stages. To complete a stage, you must simply do what it says at the bottom of the card for each stage:

Stage 1: At any time during one of your turns, discard 2 Estates.
Stage 2: At any time during one of your turns, discard 2 Sacred Lands (Sacred Lands are the Kingdom pile that triggers the inclusion of a randomly selected Wonder (Great Pyramids is one of them).
Stage 3: At any time during one of your turns, discard 2 Duchies.

The Stages must be completed in order (per player, so if player 1 completes Stage 1, he may next complete Stage 2, but player 2 must still complete Stage 1 before continuing). The completion of Stage 3 by a player means the Wonder is constructed and no more stages can be completed by any players.

A constructed Wonder confers advantages to all players who completed at least one stage.  The player the completed the Wonder gets the first advantage ("...you may trash or exile a card from your hand.". Any player who completed exactly 2 Stages gets the second advantage ("...you may trash a card from your hand."). Any player who completed just 1 Stage gets the third advantage ("...you may trash a Treasure card from your hand.").
---
Adding: just to further explain the concept, Wonders are not normal Landscapes in my version (you don't shuffle them in with Events, etc.).  They are an extra pile to be included in the game only when "Sacred Lands" is selected for the Kingdom.  This triggers a drawing of a number of random Wonders from the Wonders deck to include. You can choose one or two (it's Dominion, you can do whatever you want, really, but 1 or 2 is recommended). I'm showing here an alternate Wonder to show the kinds of things that can be done by tying these to Sacred Lands rather than having them be a normal Landscape on their own, since it's an important part of the design.  This is not part of the entry other than to illustrate the design concept:


59
24 hour-ish notice: please post any updates to submissions below this post. The submissions I have are:

UserEntry
pubbyDolmen
AquilaExpedition Camp
gambit05Revenant
X-traInstitute (+ Grant)
Xen3kPigeon
mandioca15Stockade
fika monsterRing Master + Circus Members
infangthiefFlorist
majiponiDevil’s advocate (+ Reverse Hierarchy)
mxdataDistant Island
NoMoreFunKey to the City
faustTulip + Rare Tulip
silverspawnMissionary
grepArmy of the Dead
GubumpDeveloping City
emtzalexAstrologer + Zodiac pile
The AlchemistAir + Water + Earth + Fire
DunnoItAllTutelage + Noble Knight + Traits
spinefluGentry
spheremonkCaravel + Carrack
TiminouRabbit

@mxdata: Can I confirm you're looking to have your updated entry judged: the set aside version rather than the tavern mat version?

I'd like to change my entry to Mice instead of Tutelage if that's allowed.

60
I'm sure I can't enter more than once, but I recently, unrelated to this contest, made a card with a pile of 20, so it fits the theme pretty well.  Play-tested it and had a lot of fun with it.  Thought I'd include it here, but my Tutelage card from earlier in the thread is my entry to the contest (not this).  So, just for fun: Mice.

The key to playing Mice is that you have just enough of them, but not too many. It might be very dangerous to play with Mice without any control of your deck.  They can get out of control very easily.  If you don't have enough of them, don't worry, they'll take care of that on their own!


This is interesting. How did it play? It looks rather strong as it is essentially non terminal and can produce up to $4. How often did that happen?
I had several hands of all Mice.  There was decent trashing, so I could get it back under control. We have very few extra actions on the board, so a hand of all Mice was definitely bad. Of course, with all Mice, it is terminal. I think it needs a lot more testing on a wider variety of boards, but it was for sure interesting.

61
I'm sure I can't enter more than once, but I recently, unrelated to this contest, made a card with a pile of 20, so it fits the theme pretty well.  Play-tested it and had a lot of fun with it.  Thought I'd include it here, but my Tutelage card from earlier in the thread is my entry to the contest (not this).  So, just for fun: Mice.

The key to playing Mice is that you have just enough of them, but not too many. It might be very dangerous to play with Mice without any control of your deck.  They can get out of control very easily.  If you don't have enough of them, don't worry, they'll take care of that on their own!



62
My first time entering!

How deep is my pile?  ZERO.

The Noble Knight is the star of this show.  A very souped up version of a Hireling that can only be earned by achieving the 5 Traits expected of a true Knight.

The Kingdom card is Tutelage.  There is one copy per player, but instead of starting in the Supply, each player begins the game with their copy in their discard pile. There is no Supply pile, so it doesn't count towards game-ending conditions, though Tutelage does count as one of the 10 Kingdom cards.

When Tutelage is in play, get one copy of each Trait per player and one copy of Noble Knight per player.  To gain the Noble Knight, gain all 5 Traits.  Then during your Buy phase, take a Noble Knight and remove the 5 Traits you had from the game (not trash and not available for other players).





63
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 12, 2021, 12:53:00 pm »




Welcome to the design contests... I've only recently joined these too.  It's a lot of fun.  I think you've really found a good balance here, using the heirloom/reserve, to interact with other cards that have Trade tokens.  A peddler variant is always fun to work with, to take that card worth "a little more than $4" and see how we can modify it.  The occasional +$3 might be too much (+$2 might be enough), but I don't have a feel for how often you would get it, so it's hard to say - it looks like less than once per shuffle, judging by the single heirloom and the reserve mechanic being used.  It could be very powerful with a thin deck and/or fast cycling, but very weak otherwise.

Thanks! Tested it in a game last night and it felt over powered early and then fell into line about where I expected it to. I think the things that led to it feeling that way were a thin early deck and early was when I was buying them (which gives a token). Going to consider ways to nerf it early rather than changing the whole card, first. Thanks for the feedback!

64
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 11, 2021, 11:05:58 am »
I have played many games with the Enterprise fan expansion. I think the trade token mechanic is a really cool idea. I haven't ever entered one of these contests, but seeing how one of my favorite mechanics is the focus of this one, I thought I'd give it a crack.

I love the idea that trade tokens are hard to get. However, if you have only one Enterprise card in your kingdom, basically the only way to get one is to buy another one of that card, making them true one-shot cards. I wanted to try to address that problem, while still making them scarce. Enter the Heirloom.  Heirlooms are always in the kingdom with the other card, so you will always have an alternate way to get Trade tokens (aside from just buying another copy of the original card). You also can't stock up on them (you'll get one and like it, mister). I thought it needed to be slowed down in order to maintain the proper scarcity, so it has to go hide on your Tavern mat until recalled for that precious token.


65
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: February 23, 2021, 09:58:10 am »
Musician - Action $4
Gain a song to the top of your deck

Songs are in a single pile and shuffled. Unlike ruins, they are not in the supply, and their top card is face down. There is duplicates of each.
<...Songs...>

I liked LittleFish's Musician and Songs idea, so I refined the list of songs and printed them out to play with. I decided I didn't want attack-songs, and I tried to balance them so they'd all be either $5s or strong $4s if they weren't one-shots.

I liked LittleFish's idea, too, and I also liked your additions and refinements. I took them and re-themed them to Spells and added a little Mana token mechanic.  Since most of the Spells are terminals, I made it possible to play a Spell normally as an Action or using a Mana token (that then doesn't require or consume an Action). Mana tokens are gained each turn after you buy your first Spell-enabler (here, Wizard, Spellbook, or Young Wizard) - at the start of clean-up if you have $2 or more remaining, gain 1 Mana token.

You can see the mock-ups and rules at the bottom here: https://dominion-fantasy.weebly.com/

I tried to make sure and give credit where due.

66
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: February 11, 2021, 11:29:13 am »
I think I found a temporary fix?

Looking through the source file, it seemed to be font file located at this link that were causing the problem:

https://cors-anywhere.herokuapp.com/https://shemitz.net/static/dominion3/

I loaded that link in chrome and it had a button to click to give temporary access. Not sure what it means, but I clicked it, it granted temporary access, and now when I reload the generator, the right fonts show up.

67
Variants and Fan Cards / Re: Another Mechanic from my 2nd expansion
« on: February 09, 2021, 01:51:51 pm »
Thanks for the comments, guys.  I am going to keep reworking these.

68
Variants and Fan Cards / Re: Another Mechanic from my 2nd expansion
« on: February 08, 2021, 01:52:59 pm »
Welp.

69
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: February 07, 2021, 10:45:26 am »
The fonts routinely get all messed up for me with this. It will work fine, and then the next time I need to use it, the fonts are all weird.  Here's one where the title, type, and the numerals are all in a strange, different font (maybe just non-bold version?). I've tried everything I know and this just keeps happening.  I just have to wait a few hours and then sometimes it will work again. Sometimes it will work if I refresh 10 times in a row, sometimes it doesn't matter how many times I refresh.

Is there something I can install locally? I've already tried installing some fonts that were recommended to install locally on discord.

Also, this happens to me on multiple computer in multiple browsers.


70
Variants and Fan Cards / Another Mechanic from my 2nd expansion
« on: February 06, 2021, 11:48:10 am »
The King and Queen. If we are the King or Queen of our Dominion, this is our big chance to get in the game!



Quote
King (Action, $6)
+$3
Choose one: +$1 per % on your Descendancy mat, or you may trash a card from your hand or discard pile and if you did, Exile a Queen from the supply.
-
At the start of clean-up, if you have exactly one copy each of King and Queen in play, +1% to your Descendancy mat.

Quote
Queen(Action-Duration, $6)
+2 Cards
+1 Action
+1 Buy

At the start of your next turn, if you have at least 2 Queens in Exile, +$1 per Queen you have in Exile.

The King and Queen will always be in a kingdom together.  If the King is selected, the Queen is included as an extra (likely 11th) kingdom card.

The idea is to either play the combo as a pair or use the King to run through a bunch of Queens and treat them as a commodity. When you get exactly one King and Queen in play together, the King gets more powerful. You can also use the King to Exile Queens, making the Queen a more powerful card.

71
Variants and Fan Cards / Re: Travelers and Gemstones
« on: February 03, 2021, 09:48:42 pm »
Is the intent that there will be other Jewelry cards in a fan set? Or do the Gemstones exists purely for this traveller line? If the latter; that's a lot of cards (in terms both amount of things to read/learn and components to use) for just 1 Kingdom card. If the former, then it seems like games with only a single Jewelry card will play very differently than games with multiple. Moreso than single potion-cost cards vs multiple potion-cost cards, etc. It might be difficult to balance the strength of any card when other cards could have so much influence over how good Gemstones in general are.

Not set on that yet.  Ideally, other cards could use the Gemstone deck, too.  However, I only have the Traveler set designed to use it that way.  I could definitely see accessing it through a Split pile with a similar idea in mind, but approached differently.  I share your view that it is a bit out of whack to have that many cards associated with just one kingdom card.

I think there are definitely other ways to use the Gemstones. A challenging part of implementing the Gemstone mechanic in one or two cards is that the thing that happens less frequently (getting a Gemstone) is also the thing that absolutely has to happen first. This makes mechanics like Reactions less useful. These are some ways you might do it. (Note: I slapped these together pretty quickly, and did  not spend a lot of time thinking about balance/names/wording/interactions).

One obvious solution is to use an on-buy effect. It might look something like this:
Quote
Diamond District - $6
Action - Jewelry
+1 Card
+1 Action
+1[>
----
When you buy this, look at the top 3 Gemstones on their pile. Take one. Put one on the bottom of the pile. Put the other one on top of the pile.
Quote
Gem Collection - $4+
Treasure - Jewelry
2[>
----
When you buy this, you may overpay for it. For each $1 you overpaid, look at one Gemstone from the top of their pile. Take one of them and put the rest on the bottom of the pile.
This is pretty straightforward. You get the Gemstone along with the card that needs it. This might be too easy, and take away some of the strategic element. On the other hand, if you don't get a Gemstone that is usable when you buy the first card, the card is basically useless until you can buy another one.

A second option would be to have a card that does both as part of its action. Either by the player's choice...


Quote
Gem Mine - $4
Action - Victory - Jewelry
Reveal the top Gemstone on its pile. Choose one: take the revealed Gemstone; or put the revealed Gemstone on the bottom of the pile and +1[>.
----
Worth 1VP for each Gemstone you have with at least 2[> on it.

...or based on some condition.


Quote
Jewel Smugglers - $5
Action - Night - Jewelry
If it's your Night phase, look at the top 2 Gemstones on their pile; take one and put the other one on the bottom of the pile. Otherwise, +2[>


Quote
Gem Hunter - $3
Action - Jewelry
Turn your Journey token over (it starts face up). Then if it's face down, reveal the top Gemstone on its pile, and either take the revealed Gemstone or put the revealed Gemstone on the bottom of the pile. If your Journey token is face up, +1[>.

As DunnoItAll pointed it out, another method could be to use a split pile. A challenge in implementing that is that you really don't need or want 3-4 copies of a card that involves getting Gemstones, so in a 2 player game, after each player buys one, there is a strong incentive not to buy the rest of them, and the second card of the split never becomes available. A solution I came up with was to use the Reserve mechanic (in a card inspired by Wine Merchant) to put away the Gemstone cards, and to make the second card of the split more powerful the more copies of the first card you have:

Quote
Gem Merchant - $4
Action - Reserve - Jewelry
Look at the top 4 Gemstones on their pile. Take one.
Put the others on the bottom of the pile.
Put this on your Tavern mat.
----
At the end of your Buy phase, if you have at least 2[> on a
Gemstone, you may discard this from your Tavern mat.
Quote
Gem Market - $5
Action - Jewelry
+2[>
If your Tavern mat has at least...
1 Gem Merchant, +1 Buy
2 Gem Merchants, +1 Action
3 Gem Merchants, +1 Card
4 Gem Merchants, +$1
5 Gem Merchants, +3[>

Awesome stuff. I might play around with some of these ideas if you don't mind. Will give credit where due.

72
Variants and Fan Cards / Re: Travelers and Gemstones
« on: February 03, 2021, 05:55:06 pm »
Is it your intent that many of these will be completely worthless in some Kingdoms (e.g. Aquamarine, Fire Opal, Sapphire, Citrine, Peridot, Amber, etc)?

Yes.  Part of the way that this introduces strategic decision making is through the sifting through the pile down by the early travelers.  Ideally, I'd like them all to be worth something fairly consistently, but some to just be more valuable.  It seemed impossible to do this without having some be game-breakingly good, so I tried to lean conservative with them. I think having some be pretty much useless in some kingdoms is not a huge problem, as long as you have a way to work around it.  I think some balancing likely needs to be done here, of course.

I've been thinking about making the Gemstone pile accessible through a Split pile, also.  Top half something like Look at the top 5 Gemstones and take 1, bottom half being something that grants gems to put on them.  Stuff like that.  Haven't gotten very far in that thought process yet, though, obviously.  It just seems like it would be a fun mechanic.

73
Variants and Fan Cards / Re: Travelers and Gemstones
« on: February 03, 2021, 04:09:17 pm »
Is the intent that there will be other Jewelry cards in a fan set? Or do the Gemstones exists purely for this traveller line? If the latter; that's a lot of cards (in terms both amount of things to read/learn and components to use) for just 1 Kingdom card. If the former, then it seems like games with only a single Jewelry card will play very differently than games with multiple. Moreso than single potion-cost cards vs multiple potion-cost cards, etc. It might be difficult to balance the strength of any card when other cards could have so much influence over how good Gemstones in general are.

Not set on that yet.  Ideally, other cards could use the Gemstone deck, too.  However, I only have the Traveler set designed to use it that way.  I could definitely see accessing it through a Split pile with a similar idea in mind, but approached differently.  I share your view that it is a bit out of whack to have that many cards associated with just one kingdom card.

74
Variants and Fan Cards / Re: Travelers and Gemstones
« on: February 03, 2021, 03:12:09 pm »
Goldsmith is way way way too weak. Trashing a Gold from your hand is a massive penalty. Remodel gains you a province for the same 'cost', and that's a fairly mopey 4$ .

Yeah, I haven't really put a whole lot of effort into that side of the cards, yet.  I will get that fixed.  Thank you!

75
Variants and Fan Cards / Re: Travelers and Gemstones
« on: February 03, 2021, 03:11:32 pm »

Gems are then played like Coffers in your Buy phase. However, when they get played from your Gemstones, they each have the value assigned to them by the Gemstone they are on.


If I am understanding the concept correctly, each Gemstone is like a specialized Coffers mat that only one player can get. If that is the case, and you get the +$ from removing the Gems, the language "Each [> on this card is worth..." should be changed, both because the Gem is not on the Gemstone when you get the coins, and because the Gemstone is not a card.

If you wanted to copy of the Coffers mat wording (with slight modification), it would be "During your Buy phase, before you buy anything, you may remove [> from this for +$1 per . . . for each [> removed."

It might be hard to squeeze that all onto each Gemstone. One solution might be to have a Gemstone mat (which could have the added advantage/disadvantage of limiting the number of Gemstones a player can take) that explains "During your Buy phase, before you buy anything, you may remove [> from one or more Gemstones on this. Each time you do, follow the instructions on the Gemstone from which the [> was removed." Then the Gemstones could just say "+$1 per...."

Black Opal and Ruby are weakened significantly by the rule that you have to get your money before you start buying, so maybe you want to modify that here.

Good suggestions, thank you!

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